1. Rupturing
The Rupture skill previously helped critical strike bleed builds. It's been renamed to Rupturing and has been simplified while being made more powerful.
Critical Strikes that inflict bleeding now also inflict Rupture - which causes bleeding enemies to lose more life but their bleed expires more quickly.
Name |
Rupturing |
Class |
Deadeye |
Category |
Notable ascendancy passive skill |
Distance from start |
2 |
Stats |
- Critical Strikes which inflict Bleeding also inflict Rupture
(Ruptured targets take 25% more Damage from Bleeding, and Bleeding on them expires 25% more quickly, for 3 seconds. Up to 3 Ruptures can affect a target) |
Does Rupturing's "Bleeding on [ruptured enemies] expires 25% more quickly" affect bleeding in the same way as "Bleeding you inflict deals damage x% faster" mods? Does it stack multiplicatively?
Not quite, but the total effect of rupture is similar despite these applying to different things at different times. Modifiers that cause ailments to deal damage faster modify the damage per second multiplicatively (just like a "more damage" modifier), and apply the inverse modification to the duration, so that the total expected damage of the ailment stays the same. Multiple 'deal damage faster' modifiers stack additively with each other.
Modifiers that affect how quickly things expire do not affect the magnitude of the effect at all, and technically do not modify the duration, they make time be tracked differently for that effect. The most common example is Temporal Chains, which you can see in-game does not affect the numerical duration of buffs/debuffs on you, but makes their timers tick down more slowly.
If you inflict Bleeding that would deal 100 damage per second for the default 5 seconds, but have "Bleeding you inflict deals damage 25% faster", that applies 25% more damage per second, and the inverse of this modifier to the duration, resulting in inflicting a bleeding that deals 125 damage per second for a 4 second duration; the total expected damage is still 500. These are the values applied to the enemy in the debuff.
If that enemy is Ruptured, they have 25% more damage taken from bleeding, and the bleeding expires 25% more quickly. So assuming no other modifiers, they would be taking 156 damage per second, and the Bleeding debuff's "4 second" timer would tick down faster, resulting in it expiring after only 3.2 real seconds have passed, and thus dealing a total of 499 damage - 1 having been lost to rounding.
Note that the modifiers from Rupture are dynamic - a bleeding enemy starts taking more damage when they become Ruptured and ceases to do so when Rupture expires, and similarly, a bleeding enemy that becomes ruptured will have the timer on their bleeding debuff speed up, and return to normal speed if rupture is removed.
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2. Deadeye Passive Skills
Name |
Category |
Stats |
Distance from start |
Projectile Damage, Critical Strike Chance |
Basic |
- 10% increased Projectile Damage
- 10% increased Critical Strike Chance
|
1 |
Rupturing |
Notable |
- Critical Strikes which inflict Bleeding also inflict Rupture
(Ruptured targets take 25% more Damage from Bleeding, and Bleeding on them expires 25% more quickly, for 3 seconds. Up to 3 Ruptures can affect a target)
|
2 |
Projectile Damage, Mark Cast Speed |
Basic |
- 10% increased Projectile Damage
- Mark Skills have 25% increased Cast Speed
|
1 |
Focal Point |
Notable |
- 75% increased Effect of your Marks
- 25% less Damage taken from other Enemies near your Marked Enemy
- Marks you inflict are not removed from Dying Enemies
|
2 |
Projectile Damage, Attack Speed |
Basic |
- 5% increased Attack Speed
- 10% increased Projectile Damage
|
1, 3 |
Gathering Winds |
Notable |
- Gain 1 Gale Force when you use a Skill
- 15% increased Effect of Tailwind on you per Gale Force
- You and nearby Allies have Tailwind
(Each instance of Gale Force lasts 4 seconds. Maximum 10 Gale Force)
(Tailwind increases Action Speed by 8%) |
2 |
Wind Ward |
Notable |
- 3% less Damage taken per Gale Force
- Lose all Gale Force when Hit
|
4 |
Projectile Damage, Mirage Archer Duration |
Basic |
- 10% increased Projectile Damage
- 15% increased Mirage Archer Duration
|
1, 3 |
Occupying Force |
Notable |
- Mirage Archers are not attached to you
- +2 to maximum number of Summoned Mirage Archers
- Cannot Summon Mirage Archers while near your Mirage Archers
|
2 |
Endless Munitions |
Notable |
- Skills fire 2 additional Projectiles
|
4 |
Projectile Damage, Accuracy |
Basic |
- 10% increased Global Accuracy Rating
- 10% increased Projectile Damage
|
1, 3 |
Ricochet |
Notable |
- Skills Chain +1 times
- Projectiles have 30% chance to be able to Chain when colliding with terrain
|
2 |
Projectile Damage, Projectile Speed |
Basic |
- 10% increased Projectile Speed
- 10% increased Projectile Damage
|
1, 3 |
Far Shot |
Notable |
- Far Shot
- Projectile Barrages have no spread
(Projectile Attack Hits deal 20% less Damage to targets at the start of their movement, dealing up to 60% more Damage to targets as the projectile travels farther)
|
2 |
3. Deadeye Passives Tree